Star_Sentinel

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  1. It sounds to me like people are asking for something like Shooting Icicles outwards for High Damage PBAoE rather than a sleep power. I admit I've got no plans to create an /Ice tanker, and the tier 9, just seems out of place. If they switched Greater Ice Sword, with FA, and upped Ice Sword a bit damage-wise it would make more flowing sense.
  2. [ QUOTE ]

    The problem with most mathematical experiments I see here in the forums is that they are measuring the extremities of performance. The datamining I do shows how players are actually performing in the "reality" of the game. The two are related, but there is often a vast gulf between what a set is capable of and what it is typically asked to do in gameplay.

    Edit: Also, the quote you referred to is across all AT/Powerset combinations. */Ice outperforms many other AT/Powerset combinations.

    [/ QUOTE ]

    I think we're just confused about how a tier 9 power is supposed to be used when its a 'sleep' power instead of some type of damage power like all the others. How should it be used? Hop into a mob, throw it to sleep Minions only for 23 seconds, and then hop to another mob and attack them? Its just a confusing tactic, compared to the High damage ST, or PBAoEs & Cones of the other ATs. A Troller could do that. I think that's all they're saying.

    PS. Tell me if i'm wrong.
  3. <QR>
    I think that the Devs are definitely having to fight the problem of: The games been going on this way for years now. How can we wipe/replace a power at this stage of the game? In reality I think only effects can be changed a this point.

    I doubt a power would ever be replaced at this stage of the game. 3 years ago? Maybe, but now, HIGHLY unlikely. About as likely as a Level 1 fighting Lord Recluse and winning.
  4. <QR> First post after a Dev!

    Thanks for responding Castle.
  5. <QR>
    So I'm looking at your suggested build Brigadon, and I have some comments.

    1. You have no upper level attacks. Why skip your most powerful single target attacks (Incinerate or Greater Fire Sword)?

    2. I see that you recommended taking Medicine to get Aide Self. I'm just not a fan of that. Let the empaths heal you if you need it. Your recharge on Hoarfrost is 189.9 seconds, which gives you 70 seconds (rounded) to recharge. Mine is 124.8 seconds (hastened), which is only 5 seconds of downtime or 164.8 seconds (unhastened) which is 45 seconds (rounded) of downtime. Remember: When it comes to ice tankers: More HP=Longer survival when hit.

    3. You chose Permafrost, which I know your reasons for it, but I still don't like the power nor have I felt a need for it.

    4. You chose to go without Taunt. While there is always going to be the raging debate over whether a tank needs it or not, I will always fall on the side of "Yes." If you've got a group around you and some minion or Lt is running off killing your ally, you need a way to get them back focused you before you hit 44 and can use Fire Blast. That's just good tanking imho.

    5. Our Defense/Resistances are not that varied. You get a .5% better on me with some, and I'll get .5% better than you on some. Its all a matter of choices.

    6. You recommended the same expensive sets that you hounded me about. How's that not hypocritical?
  6. [ QUOTE ]
    Okay, I am pleased that you went to so much trouble to itemize your opinions on each and every power in the ice/fire sets, but have you...umm...actually PLAYED an Ice/Fire past level 30?

    [/ QUOTE ]
    You obviously haven't seen my signature, since yes, my ice/fire tanker is as of right now sitting at 49.
    [ QUOTE ]

    WHY have you setted out so intensively to gain positional defenses that don't stack with our typed defenses? JUST to give a tiny hint of defense against psi/fire attacks?

    [/ QUOTE ] Simple reason for that is that like all tanks, except stone, do not get an inherent defense or resistance to psionic damage. so in the long run, 5% or more is better than none. In your +40s, more and more foes have Psionic damage, so if your kryptonite-like Achilles heel is psionic, why wouldn't you beef it up to the best of your abilities?
    [ QUOTE ]

    What's with Hasten? do either of the builds actually NEED hasten to perform? Is it worth ignoring the whole CE/fire breath combination?

    [/ QUOTE ]
    While I agree that hasten can be respeced out after you get Fire Sword Circle at 28, I say that it makes leveling and herding much smoother and faster than without. My main attack was combustion until I got FSC. If you look at the build the attacks are taken at 1 (Scorch), 4 (Combustion), 12 (Icicles), a big gap until 28 (FSC), then again at 35 (Incinerate) and ancillaries post 41. With hasten alone you drop your recharge time on Combustion from 15 seconds to 8.82 seconds. THAT is worth it in my build. Now when you get to 28 or 35 and you get your 3rd AOE and big single target attack, you can absolutely do fine without hasten.
    [ QUOTE ]

    With your heavy emphasis on hibernation, how are you planning on tanking for a team, considering how quickly mobs lose all interest in a hibernated ice tanker?

    [/ QUOTE ]
    Hibernation's use for this build is to reduce downtime, and a wonderful 'Oh ****' button when they've gotten too many 'lucky shots' on you and you're about to bite it and you're out of inspirs. While in combat you still have gauntlet's effect for around 10 seconds after activation, so you can recover quite a bit in that time and they're still attacking you. Once you drop hibernation Chilling Embrace will re-taunt anyone again for you. Again, it's used less frequently in groups, aside from quick recovery after battles.
    [ QUOTE ]

    If you are strictly solo, why did you have such a low emphasis on damage sets, and how do you plan on taking out bosses, char+fire+scorch?

    [/ QUOTE ]
    Remember that your main focus as an ice tank is for defense. You do no good to a team nor yourself lying on the floor asking for a rez. So, Defense first attacks second. If you go attacks primary defense secondary, then you're a scranker, and this is by no means a scranker build (and you should really just roll a scrapper, you'll be happier with more damage). As for the "how do i get rid of bosses?" question: Incinerate, scorch, fire blast, scorch, incinerate, scorch fireblast, scorch, etc.... (wash rinse repeat ) Before 35 it takes time to get rid of them. Again, you can respec out after you pick up FSC and take another attack, but remember that it's a pretty end heavy set, and more attacks=more end use (and using hasten does use more attacks, I know )

    [ QUOTE ]

    You might also want to consider changing your slotting for greater slot efficiency... you have a lot of stuff 5-slotted for bonuses that are almost useless. You also don't have Permafrost, who's REAL use is to deal with Tsoo green ink men, about a million and a half earth thorn casters, huge -speed from artemis chucking out dozens of caltrops, etc. I mean, I know that CE slows stuff down, but part of the big advantage is that you move FASTER than your enemy.


    [/ QUOTE ] You only face the Green Ink men in your 20s and Artemis in your early 40s, so to take a power that is only used against 2 groups seems a waste to me just so I can run faster when I face them. I'll still pass. As far as the 5-slotting goes, those 'fractional defenses' add up. Going from 30% defense to 40% because you picked up some 'useless' sets is not a waste in my opinion. You still get all the inherent bonuses and then you get the additional bonuses as well. You might as well go without IOs completely by that logic. Now some of the bonuses are usless to an ice tanker like Sleep resistance, but its just a part of a set that you get with 3 or 4, when you really need to get to 5 to get that +2.25% melee damage resistance/defense.
    [ QUOTE ]

    And also, the sets you mention are, for the most part, extremely expensive. Most people who can afford sets like those really won't have much need for a guide.

    [/ QUOTE ] And to handle your final objection: Any set worth having is going to be expensive. Everyone knows that. What's the point of influence? To buy stuff. No one's going to hold on to their precious millions of influence in their 40s because they dont want to spend 15-20 million getting a set they want. That thought process is just ludicrous. Not to mention that many of them are drops in game from fighting street mobs. Only the REALLY rare ones are from Task Forces or story arcs, but again, that's common knowledge. And find a guide that has IO recomendations and doesn't include the good ones, but I guarantee the build that has the better sets will do better overall.
  7. So you want to roll an Ice/Fire tanker? These aren’t really prevalent in my opinion because it can be a hard concept to grasp. How can you have 2 different temperature extremes in the same character? That depends on your origin (Magic, Science, etc. . .) and your creativity. I’ll post out the power descriptions with numbers from Mid’s Hero Designer and my build at the end. This is a PVE build and is mainly designed for Area of Effect attacks, with some binds help as well.

    What exactly does Ice/ do?
    Ice/ is a defensive set. “What does defense mean?” you ask. Defense is simply a hit or miss type of protection. If you have a 30% melee defense, then 3 out of 10 times, the foes will miss you, but 7 out of 10 times they will hit you, and with full damage. So, not everyone likes this concept. Resistance means that they will hit you, but for less damage. If you have 30% resistance, then if someone hits you for 100 points of damage you only take 70 points of damage. With IO Sets you can hit 41.8% defense, which is great I know that some people freak out at a 60% chance to be hit, but that’s assuming your foe can has 100% accuracy. Usually they have 75% accuracy, so you’re looking at a default 25% miss rate, combined with 41.8% defense, you’re looking at around a 67% (2/3rds) miss rate for this set. To be hit only 1/3 of the time is not terrible. (This is rough math btw)

    Why /Fire?
    /Fire is simply the AoE (Area of Effect) king of the tanker secondary power sets. Sure, all the secondaries have AoEs, but Fire has the most, and they will do the most damage.

    Who wants to create an Ice/Fire tanker?
    Anyone who wants to have a group killer with great teaming ability should consider the Ice/Fire tanker. It’s a pleasing graphical look to it, and is just a lot of fun to play.

    What should I expect with an Ice/Fire tanker
    You may almost want to consider it a luck set. Sometimes you may jump into a group of foes and never get touched, other times, you may jump into the same group and faceplant. That is the nature of defense to be hit or not to be hit, that is the question.

    What about IOs?
    IOs (Invention Origin Enhancements) can be your best friend. They give really nifty bonuses including chances to do bonus damage, resistances, and extra defense, recharge recovery, etc… I’ve outlined the ones that will benefit the build most. They are to add defense, boost damage (with chances for extra damage), recovery, and recharge rate. Our goal here is to kill them before they kill you. And remember, IO sets are expensive. Take your time getting them. I'm posting 2 builds, one without the IOs to start, and one with the IOs. So take your time, lowball offer on them, and just get them as you can.

    [u]Primarcy Powerset: Ice Armor[u]

    1. [u]Frozen Armor[u]- While this power is active, you coat yourself in rock-hard Frozen Armor. The hardness of the Frozen Armor offers good defense to Smashing and Lethal attacks as well as reduces Cold damage. Also, Fire attacks deal slightly less damage and you can resist Defense DeBuffs. Recharge: Very Fast. Base defense is 17% and a 30% & 17% resistance to Cold and Fire Damage respectively. This is your first armor choice. Its not amazing defense in the beginning, but as you get to SOs you can up your defense to 26% by level 50. I recommend slotting with just 1 End Redux and 3 Defense Buffs. [color= RED]IO set- Luck of the Gambler. Full set[/color].
    Rating-

    1. [u]Hoarfrost[u]- Activating this power covers you in a thick layer of Hoarfrost. The frost can absorb the impact from enemy attacks effectively increasing your Hit Points for a short time. Hoarfrost also grants resistance to Toxic Damage. Recharge: Very Long. This is your heal/HP boost power that is pretty standard to the Tanker Primaries. The Toxic resistance is a modest 20%, but when facing the Vahzilok any help against that projectile vomiting is beneficial. The main benefit to this is the added HPs (up to 40% more than base). Remember if you get hit, you’re hit for full power, so the more HP that you have, the longer you survive if you’re hit. I recommend six-slotting this with 3 Recharge Reducers & 3 Heals.
    Rating-

    2. [u]Chilling Embrace[u]- While active, you dramatically lower the temperature around yourself, Slowing the attack rate of all nearby foes, as well as their movement speed and damage. Recharge- Very Fast CE is going to be your best friend, not only does it give the best toggle taunt of the Tanker Primaries, but it slows the attack speed of the foes by 32%. Combine that with your defense and you’re getting hit less and less often. With CE, you can put off taunt for a long while. It has a taunt mag of 5, which will get almost any boss to face you instead of your fellow heroes. Recommended slotting 1 End Reducers.
    Rating-

    6. [u]Wet Ice[u]- When you activate this power, you cover yoruself in a thick coating of slick, melting ice. This makes you slippery, leaving you nearly immune to Disorient, Immobilization, Hold, Sleep, Slow and Knockback effects. This power also adds a slight defense to all attacks except Psionics. Wet Ice also reduces Cold Damage and grants you resistance to Defense Debuffs. Recharge: Very Fast You’re second armor, and I recommend getting it at 6 when its available. It gives you a -10 and -13 mag resistance to all those listed above and a meger 1% defense to all. Recommended slotting- 1 End Redux.
    Rating-

    8. [u]Permafrost[u]- Your body temperature permanently lowers to 33 degrees Farenheit. Permafrost gives you strong resistance to Cold damage, and some resistance to Fire damage as well. You alos gain an inherent resistance to Slow effects. This power is always on and does not cost Endurance. Meh, I skip this power. 30% Cold Res. 12.5% Fire Res. & 20% Slow Res. With the cold resistance of the other armors, its really unneeded since you’ll hit 90% cold resistance cap with the other powers.
    Rating-

    12. [u]Icicles[u]- While active, you form sharp icicles on your body that continuously cut all foes that attempt to enter melee range. Damage: Minor(DoT), Recharge: Fast Some people say to skip this power, but not me! For one thing, its your second avialable AoE and all those little ticks of damage add up over time. Secondly in a recent one-hour long run in the Shadow Shard, Herostats revealed that Icicles was causing more damage over the play than Combustion! Recommended Slotting- 3 End Reducers, 3 Damage.[color= RED]IO Set- Cleaving Blow. Full set[/color].
    Rating-

    18. [u]Glacial Armor[u]- When you activate this power you cover yourself in Glaical ice. The crystalline matrix of the armor has refracting properties that make Energy and Negative Energy attacks less likely to land, and acts as a lens to increase your perception to see hidden foes. The bitter cold of glacial Armor also reduces Cold damage and also you resist Defense DeBuffs. Recharge: Very Fast. 17% Base Defense which can be upgraded to 26% with SOs. [color= RED] IO Set- Gift of the Ancients. 4 set[/color].
    Rating-

    26. [u]Energy Absorption[u]- Activating this power draws moisture directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw moisture from adds to your own Endurance as well as the Defense to all attacks except Psionics. The first foe you absorb grants the highest Defense Bonus, and you can absorb up to 10 foes. In addition to Defense, Energy Abosrption also grants you Resistance to Slow effects. If there are no foes within range, this power will fail. Recharge: Long End recovery is very nice. The defense lasts for 45 seconds, and has a 60 second recharge. With 1 SO recharge you have it perma. The bonus is about 1.5% defense for all with about 9.6% when you have 10 foes. Recommended slotting 1 Recharge, 2 End Mods, & 1 Defense.
    Rating-

    32. [u]Hibernate[u]- When you activate this power, you encase yourself in a block of solid ice, making yourself invulnerable, though you are frozen solid and cannot attack. While Hibernating within this block of ice, you heal damage and recover Endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot Hibernate for more than 30 seconds. If you activate this power while in the air, you will fall. A wonderful “Oh Crud” button, but it should be used extremely cautiously while in groups, if you haven’t aggroed properly the villians will decide that you’re not worth their time and go after your allies. It’s great for soloing if you see that you’ve bitten off more than you can chew. Bear in mind that any attacks that start against you between click and activation will still hit, so yes, you can be encased and still die. Great recovery though. 1000% health recovery 400% End recover. Recommended slotting- 3 Recharge Reducers.
    Rating-

    [u]Secondary Power set- Fiery Melee[u]

    1. [u]Scorch[u]- This power engulfs your hands in flames, and can ignite the target of your Scorching attack. Once on fire, the target will suffer damage over time. Damage: Minor, Recharge: Fast You’re forced to take this power at Level 1, but it’s not bad. I’d recommend it anyway. Slotting- 1 Accy 1 End Reducer, 3 Damage. [color= RED]IO Set- Touch of Death. Full Set[/color].
    Rating-

    2. [u]Fire Sword[u]- Through concentration, you can create a Sword of Fire that sets foes ablaze. Successful attacks from the Fire sword will ignite your target, dealing damage over time. Damage: Moderate, Recharge Moderate Your first choice in whether to take or skip a power and I say skip. This build is more focused on defense, and since you’re end heavy, you need to be lean & mean with your attacks. Slotting- 1 Accuracy, 1 End Redux, & 3 Damage.[color= red]IO Set- A Touch of Death full set [/color]. Its still a good attack for low levels.
    Rating-

    4. [u]Combustion[u]- Your mastery of fire allows you to violently raise the temperature around yourself in and attempt to spontaneously combust any nearby foes and set them ablaze, dealing damage over time. Damage: Moderate (DOT), Recharge: Slow Ah your first AOE. Soon you’ll be setting tons of foes ablaze. Recommended Slotting- 1 Accuracy, 1 End Redux, 1 Recharge, 3 Damage. [color= RED]IO Set- Sciorrio’s Dervish. Full set[/color].
    Rating-

    10. [u]Taunt[u]- Taunts a foe, and all foes around him to attack you. Useful for pulling villains off an ally who finds himself in over his head. Taunted foes tend to ignore other heroes and focus on you for quite a while, so use this power cautiousl. An accuracy check is required to Taunt enemy players, but is not needed against critter targets. Recharge: Slow Ah debates abound, to Taunt or not to taunt? I say Yay, but only those outside of CE’s range. Take it later though, its not needed until 20s-30s. IF you bypass it, I won’t fuss at you.

    16. [u]Breath of Fire[u]- This allows you to spew forth fire from your mouth, burning all foes within its narrow cone. This is a very accurate attack that can deal good damage at a close range. Damage: Moderate (DOT), Recharge: Slow I’ve yet to create a build where I can get this in. I’d like to, but just haven’t been able to do so. I’ve seen others have it, but the narrow cone range bugs me. Recommended slotting- 1 Accuracy, 1 End Redux, & 3 Damage.
    Rating-

    20. [u]Buildup[u]- Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Long Its always nice to have a free 3rd tier damage boost every so often. Get this and use it right before your main combo. Recommended slotting 3 recharge reducers.
    Rating-

    26. [u]Fire Sword Circle[u]- Mastery of your Fire Sword has enabled you to make an attack on every foe within melee distance. This will slash and burn your enemies, dealing minor damage and setting them ablaze. Damage Moderate, Recharge: Slow Ah, your 3rd AOE. How I love this power. It just amazes me. Get it at 26 and start smiling. Recommended slotting- 1 Accuracy, 1 End Redux, 1 Recharge Reducer & 3 Damage. [color= RED]IO Set- Multi-Strike. Full set [/color].
    Rating-

    35. [u]Incinerate[u]- Intense concentration can allow you to Incinerate an opponent. This will set your foe ablaze, dealing damage over time. Damage: High (DOT), Recharge: Slow Note a couple of things. This is your level 35 power, but the last one I recommend. Why? It only does 92.5% less damage than GFS, but costs half the END and recharges 2 seconds sooner. What’s not to love? Recommended slotting- 1 Accuracy, 1 End Redux, & 3 Damage. [color= RED]IO Set- Mako’s Bite. Full set[/color].
    Rating-

    38. [u]Greater Fire Sword[u]- Your master of fire allows you to create an enhanced Sword of Fire that can set foes ablaze. Successful attacks from Greater Fire Sword will ignite your target, dealing damage over time. Damage: Superior, Recharge: Slow. A great finishing power with a great look. I got this first before looking at the numbers of incinerate. Still a great power. Recommended slotting1 Accuracy, 2 End Redux, & 3 Damage.
    Rating-

    [u]Ancilliaries[u]
    Ah choices abound. Which travel power? Should I get medicine? Do I need to stealth? I’m just going to say the set name and if it would benefit this build.

    Concealment- I can’t really see a need for this. Let the trollers and defenders grant invis. Your job is to be seen and keep focus on you.

    Fighting- A solid ancillary power pool. With Tough you gain a 15% S/L Resistance, which would be your only one. Weave gives you a 5% defense boost to your already defense heavy build. The downside to these are that they are end heavy and all the Ice/ defenses are toggles. Better to skip it.

    Fitness- Ah the classic choice. With all the toggles I HIGHLY recommend this to get you to Stamina. In addition, Combat Jumping+Hurdle=Mini superjump

    Flight- I don’t have a problem with flight. If you get this set, I’d recommend taking Air Superiority over Hover.

    Leadership- A nice set, but again more toggles, better to leave this one be unless you’re going to make serious sacrifices.

    Leaping- My Travel Power of choice for this build. Take it, it makes getting to your foes easier & faster. Also, remember that Combat Jumping has a 2.5% defense built into it for only 0.08 eps (Which is nothing!) Get it, and 3 slot it for an IO set like Serendipity (slot later though).

    Medicine- People swear by Aid Self, but I just recommend not taking it for this build.

    Presence- You have the choice of 2 taunts in this set, but with CE & taunt it’s unnecessary.

    Speed- I always like to have Hasten, but you can get by without it. Not everyone likes to have glowing hands.

    Teleportation- Recall Friend makes you friends; Period. TP is a nice travel power, but it sucks end like a vacuum. You’ll have to teleport with all your armors off and I don’t like that idea.

    [u]Binds & Macros[u]
    Binds & Macros are your best friends. Learn how to make them and love them. If there is one thing people love, it’s an organized tanker when it comes to herding. I have 3 macros that I use to help keep things organized.

    /macro Here “em overhere$$say I’m going to herd them to here. Get in position!”

    /macro Inc “em dance$$say They’re coming. Wait for my signal before you fire.”

    /macro Now “em whistle$$say Now! Fire at will!”


    Binds for Powers

    /bind t “powexecname taunt”- simple & clear

    /bind 1 “powexecauto combustion$$powexecslot 1”- I have FSC as my #1 power

    /bind 3 “powexecauto scorch$$powexecslot 3”- #3 is Incinerate

    /bind v “powexectoggleon icicles$$powexectoggleon chilling embrace$$ powexectoggleon glacial armor$$ powexectoggleon wet ice$$ powexectoggleon frozen armor”- Just keep hitting V to turn on your armors.

    /bind shift+v “powexectoggleoff icicles$$powexectoggleoff chilling embrace$$powexectoggleoff glacial armor$$powexectoggleoff wet ice$$powexectoggleoff frozen armor”- turn them all off at once by hitting shift+v. I use a 2 button combo to keep this from happening accidentally.

    [u]IO Sets & Bonuses[u]

    Though I am by no means an expert on IOs I do have some recommendations. These are all chosen for their defensive bonuses & damage bonuses. They are by no means cheap, but start out with the slotting I recommend and keep a respec open for them later on. I have 2 builds, 1 for the non-IO setup and 1 for the IO setup.

    [u]The Non-IO Build[u]
    Hero Plan by Mids' Hero Designer 1.21
    http://www.honourableunited.org.uk/mhd.php

    Frozen Fires: Level 50 Technology Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Teleportation
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Frozen Armor -- EndRdx(A), DefBuff(3), DefBuff(3), DefBuff(5), Empty(21), Empty(50)
    Level 1: Scorch -- Acc(A), EndRdx(33), Dmg(34), Dmg(37), Dmg(39), Empty(39)
    Level 2: Chilling Embrace -- EndRdx(A)
    Level 4: Combustion -- Acc(A), EndRdx(5), RechRdx(7), Dmg(7), Dmg(15), Dmg(15)
    Level 6: Wet Ice -- EndRdx(A)
    Level 8: Hoarfrost -- RechRdx(A), Heal(9), RechRdx(9), Heal(11), RechRdx(11), Heal(13)
    Level 10: Combat Jumping -- DefBuff(A), DefBuff(46)
    Level 12: Icicles -- EndRdx(A), EndRdx(13), EndRdx(39), Dmg(40), Dmg(40)
    Level 14: Super Jump -- Jump(A)
    Level 16: Hasten -- RechRdx(A), RechRdx(17), RechRdx(17)
    Level 18: Glacial Armor -- EndRdx(A), DefBuff(19), DefBuff(19), DefBuff(21)
    Level 20: Hurdle -- Jump(A)
    Level 22: Health -- Heal(A), Heal(23), Heal(23)
    Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(25)
    Level 26: Energy Absorption -- RechRdx(A), EndMod(27), DefBuff(27), DefBuff(40), DefBuff(42), EndMod(42)
    Level 28: Fire Sword Circle -- Acc(A), RechRdx(29), EndRdx(29), Dmg(31), Dmg(31), Dmg(31)
    Level 30: Build Up -- RechRdx(A), RechRdx(33), RechRdx(33)
    Level 32: Hibernate -- RechRdx(A), RechRdx(34), RechRdx(34)
    Level 35: Incinerate -- Acc(A), EndRdx(36), RechRdx(36), Dmg(36), Dmg(37), Dmg(37)
    Level 38: Taunt -- RechRdx(A)
    Level 41: Char -- Acc(A), EndRdx(42), Dmg(43), Dmg(43), Dmg(43)
    Level 44: Fire Blast -- Acc(A), Range(45), Dmg(45), Dmg(45), Dmg(46), Dmg(46)
    Level 47: Fire Ball -- Acc(A), RechRdx(48), Dmg(48), Dmg(48), Dmg(50), Empty(50)
    Level 49: Recall Friend -- EndRdx(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet



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    |-----------------------------------------------------------------------------|
    </pre><hr />

    [u]The IO Build[u]
    Hero Plan by Mids' Hero Designer 1.21
    http://www.honourableunited.org.uk/mhd.php

    Frozen Fires: Level 50 Technology Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Teleportation
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Def/EndRdx:25(A), LkGmblr-Def:25(3), LkGmblr-Def/Rchg:25(3), LkGmblr-Rchg+:25(5), LkGmblr-Def/EndRdx/Rchg:25(21), LkGmblr-EndRdx/Rchg:25(50)
    Level 1: Scorch -- T'Death-Acc/Dmg:25(A), T'Death-Dam%:25(33), T'Death-Dmg/EndRdx:25(34), T'Death-Dmg/Rchg:25(37), T'Death-Dmg/EndRdx/Rchg:25(39), T'Death-Acc/Dmg/EndRdx:25(39)
    Level 2: Chilling Embrace -- EndRdx(A)
    Level 4: Combustion -- Sciroc-Acc/Dmg:25(A), Sciroc-Dmg/EndRdx:25(5), Sciroc-Dam%:25(7), Sciroc-Acc/Rchg:25(7), Sciroc-Dmg/Rchg:25(15), Sciroc-Acc/Dmg/EndRdx:25(15)
    Level 6: Wet Ice -- EndRdx(A)
    Level 8: Hoarfrost -- RechRdx-I:25(A), Heal-I:25(9), RechRdx-I:25(9), Heal-I:25(11), RechRdx-I:25(11), Heal-I:25(13)
    Level 10: Combat Jumping -- S'dpty-Def:25(A), S'dpty-Def/EndRdx:25(46)
    Level 12: Icicles -- EndRdx(A), C'ngBlow-Acc/Dmg:25(13), C'ngBlow-Dmg/EndRdx:25(39), C'ngBlow-Dmg/Rchg:25(40), C'ngBlow-Acc/Rchg:25(40)
    Level 14: Super Jump -- Jump(A)
    Level 16: Hasten -- RechRdx(A), RechRdx(17), RechRdx(17)
    Level 18: Glacial Armor -- GftotA-Def/EndRdx:25(A), GftotA-Def:25(19), GftotA-Def/EndRdx/Rchg:25(19), GftotA-Def/Rchg:25(21)
    Level 20: Hurdle -- Jump(A)
    Level 22: Health -- Numna-Regen/Rcvry+:30(A), Numna-Heal:30(23), Numna-Heal/EndRdx:30(23)
    Level 24: Stamina -- EndMod(A), EndMod(25), EndMod(25)
    Level 26: Energy Absorption -- RechRdx(A), EndMod(27), EndMod(27), DefBuff(40), DefBuff(42), DefBuff(42)
    Level 28: Fire Sword Circle -- M'Strk-Acc/EndRdx:25(A), M'Strk-Acc/Dmg:25(29), M'Strk-Dmg/Rchg:25(29), M'Strk-Dmg/EndRdx:25(31), M'Strk-Acc/Dmg/EndRdx:25(31), M'Strk-Dmg/EndRdx/Rchg:25(31)
    Level 30: Build Up -- RechRdx(A), RechRdx(33), RechRdx(33)
    Level 32: Hibernate -- RechRdx(A), RechRdx(34), RechRdx(34)
    Level 35: Incinerate -- Mako-Acc/Dmg:30(A), Mako-Dam%:30(36), Mako-Dmg/EndRdx:30(36), Mako-Dmg/Rchg:30(36), Mako-Acc/EndRdx/Rchg:30(37), Mako-Acc/Dmg/EndRdx/Rchg:30(37)
    Level 38: Taunt -- RechRdx(A)
    Level 41: Char -- Entrpc-Acc/Dmg:25(A), Entrpc-Heal%:25(42), Entrpc-Dmg/EndRdx:25(43), Entrpc-Dmg/Rchg:25(43), Entrpc-Dmg/EndRdx/Rchg:25(43)
    Level 44: Fire Blast -- Decim-Acc/Dmg:25(A), Decim-Build%:25(45), Decim-Dmg/EndRdx:25(45), Decim-Dmg/Rchg:25(45), Decim-Acc/EndRdx/Rchg:25(46), Decim-Acc/Dmg/Rchg:25(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg:25(A), Posi-Dam%:25(48), Posi-Dmg/EndRdx:25(48), Posi-Dmg/Rchg:25(48), Posi-Dmg/Rng:25(50), Posi-Acc/Dmg/EndRdx:25(50)
    Level 49: Recall Friend -- EndRdx(A)
    ------------
    Level 1: Brawl -- Dmg(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Gauntlet



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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    |-----------------------------------------------------------------------------|
    </pre><hr />

    The Set bonuses totals:

    +6.5% DamageBuff
    +1.25% Defense(Energy)
    +3.13% Defense(Psionic)
    +5% Defense(Melee)
    +3.75% Defense(Ranged)
    +5% Defense(AoE)
    +6.3% Max Endurance
    +27% Enhancement(Accuracy)
    +26.3% Enhancement(RechargeTime)
    +133.5 (7.13%) HitPoints
    +MezResist(Confused) (Mag 2.75%)
    +MezResist(Held) (Mag 8.8%)
    +MezResist(Immobilize) (Mag 8.8%)
    +MezResist(Sleep) (Mag 1.65%)
    +MezResist(Stun) (Mag 1.65%)
    +5.5% Recovery
    +46% Regeneration
    +5.02% Resistance(Fire)
    +2.52% Resistance(Cold)
    +3.13% Resistance(Negative)
    +4.7% Resistance(Toxic)
    +4.7% Resistance(Psionic)